mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
synced 2024-11-10 20:12:10 +01:00
Simplified the canvas shader.
This commit is contained in:
parent
ec004aee5a
commit
78b916e688
@ -42,13 +42,9 @@
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void RasterizerCanvasBaseGLES2::canvas_begin() {
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state.using_transparent_rt = false;
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// always start with light_angle unset
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state.using_large_vertex = false;
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state.using_modulate = false;
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_LIGHT_ANGLE, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_MODULATE, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_LARGE_VERTEX, false);
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state.canvas_shader.bind();
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int viewport_x, viewport_y, viewport_width, viewport_height;
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@ -156,11 +152,6 @@ void RasterizerCanvasBaseGLES2::_set_texture_rect_mode(bool p_texture_rect, bool
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state.using_modulate = p_modulate;
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_MODULATE, p_modulate);
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}
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if (state.using_large_vertex != p_large_vertex) {
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state.using_large_vertex = p_large_vertex;
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_LARGE_VERTEX, p_large_vertex);
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}
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}
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RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
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@ -840,11 +831,9 @@ void RasterizerCanvasBaseGLES2::initialize() {
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state.canvas_shader.init();
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state.using_large_vertex = false;
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state.using_modulate = false;
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_set_texture_rect_mode(true);
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
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state.canvas_shader.bind();
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@ -77,7 +77,6 @@ public:
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bool using_texture_rect;
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bool using_modulate;
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bool using_large_vertex;
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bool using_ninepatch;
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@ -1211,8 +1211,6 @@ void RasterizerCanvasGLES2::canvas_render_items_implementation(Item *p_item_list
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ris.item_group_modulate = p_modulate;
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ris.item_group_base_transform = p_base_transform;
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
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state.current_tex = RID();
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state.current_tex_ptr = nullptr;
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state.current_normal = RID();
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@ -1236,8 +1234,6 @@ void RasterizerCanvasGLES2::canvas_render_items_implementation(Item *p_item_list
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if (ris.current_clip) {
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glDisable(GL_SCISSOR_TEST);
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}
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
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}
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// This function is a dry run of the state changes when drawing the item.
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@ -4360,15 +4360,9 @@ void RasterizerStorageGLES2::initialize() {
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#endif
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#ifdef GLES_OVER_GL
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config.use_rgba_2d_shadows = false;
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config.support_depth_texture = true;
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config.use_rgba_3d_shadows = false;
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config.support_depth_cubemaps = true;
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#else
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config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg"));
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config.support_depth_texture = config.extensions.has("GL_OES_depth_texture") || config.extensions.has("WEBGL_depth_texture");
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config.use_rgba_3d_shadows = !config.support_depth_texture;
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config.support_depth_cubemaps = config.extensions.has("GL_OES_depth_texture_cube_map");
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#endif
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#ifdef GLES_OVER_GL
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@ -4461,7 +4455,6 @@ void RasterizerStorageGLES2::initialize() {
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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//if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth
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config.support_depth_texture = false;
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config.use_rgba_3d_shadows = true;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
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@ -78,9 +78,6 @@ public:
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bool force_vertex_shading;
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bool use_rgba_2d_shadows;
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bool use_rgba_3d_shadows;
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float anisotropic_level;
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bool support_32_bits_indices;
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@ -115,8 +112,7 @@ public:
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GLuint mipmap_blur_color;
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GLuint radical_inverse_vdc_cache_tex;
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bool use_rgba_2d_shadows;
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GLuint quadie;
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size_t blend_shape_transform_cpu_buffer_size;
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@ -1078,8 +1078,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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actions[RS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n";
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// Ported from GLES3
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n";
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@ -19,11 +19,6 @@ uniform highp mat4 modelview_matrix;
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uniform highp mat4 extra_matrix;
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attribute highp vec2 vertex; // attrib:0
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#ifdef USE_ATTRIB_LIGHT_ANGLE
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// shared with tangent, not used in canvas shader
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attribute highp float light_angle; // attrib:2
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#endif
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attribute vec4 color_attrib; // attrib:3
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attribute vec2 uv_attrib; // attrib:4
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@ -42,17 +37,6 @@ attribute highp vec4 modulate_attrib; // attrib:5
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#define final_modulate_alias final_modulate
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#endif
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#ifdef USE_ATTRIB_LARGE_VERTEX
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// shared with skeleton attributes, not used in batched shader
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attribute highp vec2 translate_attrib; // attrib:6
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attribute highp vec4 basis_attrib; // attrib:7
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#endif
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#ifdef USE_SKELETON
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attribute highp vec4 bone_indices; // attrib:6
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attribute highp vec4 bone_weights; // attrib:7
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#endif
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#ifdef USE_INSTANCING
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attribute highp vec4 instance_xform0; //attrib:8
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@ -66,13 +50,6 @@ attribute highp vec4 instance_custom_data; //attrib:12
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#endif
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#ifdef USE_SKELETON
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uniform highp sampler2D skeleton_texture; // texunit:-3
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uniform highp ivec2 skeleton_texture_size;
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uniform highp mat4 skeleton_transform;
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uniform highp mat4 skeleton_transform_inverse;
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#endif
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varying vec2 uv_interp;
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varying vec4 color_interp;
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@ -96,34 +73,7 @@ uniform vec4 src_rect;
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uniform highp float time;
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#ifdef USE_LIGHTING
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// light matrices
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uniform highp mat4 light_matrix;
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uniform highp mat4 light_matrix_inverse;
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uniform highp mat4 light_local_matrix;
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uniform highp mat4 shadow_matrix;
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uniform highp vec4 light_color;
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uniform highp vec4 light_shadow_color;
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uniform highp vec2 light_pos;
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uniform highp float shadowpixel_size;
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uniform highp float shadow_gradient;
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uniform highp float light_height;
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uniform highp float light_outside_alpha;
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uniform highp float shadow_distance_mult;
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varying vec4 light_uv_interp;
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varying vec2 transformed_light_uv;
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varying vec4 local_rot;
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#ifdef USE_SHADOWS
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varying highp vec2 pos;
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#endif
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const bool at_light_pass = true;
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#else
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const bool at_light_pass = false;
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#endif
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/* clang-format off */
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@ -202,27 +152,12 @@ VERTEX_SHADER_CODE
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modulate_interp = modulate_attrib;
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#endif
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#ifdef USE_ATTRIB_LARGE_VERTEX
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// transform is in attributes
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vec2 temp;
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temp = outvec.xy;
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temp.x = (outvec.x * basis_attrib.x) + (outvec.y * basis_attrib.z);
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temp.y = (outvec.x * basis_attrib.y) + (outvec.y * basis_attrib.w);
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temp += translate_attrib;
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outvec.xy = temp;
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#else
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// transform is in uniforms
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#if !defined(SKIP_TRANSFORM_USED)
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outvec = extra_matrix_instance * outvec;
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outvec = modelview_matrix * outvec;
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#endif
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#endif // not large integer
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color_interp = color;
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#ifdef USE_PIXEL_SNAP
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@ -232,75 +167,8 @@ VERTEX_SHADER_CODE
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uv += 1e-5;
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#endif
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#ifdef USE_SKELETON
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// look up transform from the "pose texture"
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if (bone_weights != vec4(0.0)) {
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highp mat4 bone_transform = mat4(0.0);
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for (int i = 0; i < 4; i++) {
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ivec2 tex_ofs = ivec2(int(bone_indices[i]) * 2, 0);
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highp mat4 b = mat4(
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texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
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texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(0.0, 0.0, 0.0, 1.0));
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bone_transform += b * bone_weights[i];
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}
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mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse;
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outvec = bone_matrix * outvec;
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}
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#endif
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uv_interp = uv;
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gl_Position = projection_matrix * outvec;
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#ifdef USE_LIGHTING
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light_uv_interp.xy = (light_matrix * outvec).xy;
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light_uv_interp.zw = (light_local_matrix * outvec).xy;
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transformed_light_uv = (mat3(light_matrix_inverse) * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping
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#ifdef USE_SHADOWS
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pos = outvec.xy;
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#endif
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#ifdef USE_ATTRIB_LIGHT_ANGLE
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// we add a fixed offset because we are using the sign later,
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// and don't want floating point error around 0.0
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float la = abs(light_angle) - 1.0;
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// vector light angle
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vec4 vla;
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vla.xy = vec2(cos(la), sin(la));
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vla.zw = vec2(-vla.y, vla.x);
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// vertical flip encoded in the sign
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vla.zw *= sign(light_angle);
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// apply the transform matrix.
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// The rotate will be encoded in the transform matrix for single rects,
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// and just the flips in the light angle.
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// For batching we will encode the rotation and the flips
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// in the light angle, and can use the same shader.
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local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.xy, 0.0, 0.0))).xy);
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local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.zw, 0.0, 0.0))).xy);
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#else
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local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy);
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local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy);
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#ifdef USE_TEXTURE_RECT
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local_rot.xy *= sign(src_rect.z);
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local_rot.zw *= sign(src_rect.w);
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#endif
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#endif // not using light angle
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#endif
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}
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/* clang-format off */
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@ -369,37 +237,7 @@ uniform vec2 screen_pixel_size;
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#endif
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#ifdef USE_LIGHTING
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uniform highp mat4 light_matrix;
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uniform highp mat4 light_local_matrix;
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uniform highp mat4 shadow_matrix;
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uniform highp vec4 light_color;
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uniform highp vec4 light_shadow_color;
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uniform highp vec2 light_pos;
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uniform highp float shadowpixel_size;
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uniform highp float shadow_gradient;
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uniform highp float light_height;
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uniform highp float light_outside_alpha;
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uniform highp float shadow_distance_mult;
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uniform lowp sampler2D light_texture; // texunit:-6
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varying vec4 light_uv_interp;
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varying vec2 transformed_light_uv;
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varying vec4 local_rot;
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#ifdef USE_SHADOWS
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uniform highp sampler2D shadow_texture; // texunit:-5
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varying highp vec2 pos;
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#endif
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const bool at_light_pass = true;
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#else
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const bool at_light_pass = false;
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#endif
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uniform bool use_default_normal;
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@ -504,203 +342,6 @@ FRAGMENT_SHADER_CODE
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color *= final_modulate_alias;
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#endif
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#ifdef USE_LIGHTING
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vec2 light_vec = transformed_light_uv;
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vec2 shadow_vec = transformed_light_uv;
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if (normal_used) {
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normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
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}
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float att = 1.0;
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vec2 light_uv = light_uv_interp.xy;
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vec4 light = texture2D(light_texture, light_uv);
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if (any(lessThan(light_uv_interp.xy, vec2(0.0, 0.0))) || any(greaterThanEqual(light_uv_interp.xy, vec2(1.0, 1.0)))) {
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color.a *= light_outside_alpha; //invisible
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} else {
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float real_light_height = light_height;
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vec4 real_light_color = light_color;
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vec4 real_light_shadow_color = light_shadow_color;
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#if defined(USE_LIGHT_SHADER_CODE)
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//light is written by the light shader
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light_compute(
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light,
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light_vec,
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real_light_height,
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real_light_color,
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light_uv,
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real_light_shadow_color,
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shadow_vec,
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normal,
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uv,
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#if defined(SCREEN_UV_USED)
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screen_uv,
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#endif
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color);
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#endif
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light *= real_light_color;
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if (normal_used) {
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vec3 light_normal = normalize(vec3(light_vec, -real_light_height));
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light *= max(dot(-light_normal, normal), 0.0);
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}
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color *= light;
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#ifdef USE_SHADOWS
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#ifdef SHADOW_VEC_USED
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mat3 inverse_light_matrix = mat3(light_matrix);
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inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
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inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
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inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
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shadow_vec = (inverse_light_matrix * vec3(shadow_vec, 0.0)).xy;
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#else
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shadow_vec = light_uv_interp.zw;
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#endif
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float angle_to_light = -atan(shadow_vec.x, shadow_vec.y);
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float PI = 3.14159265358979323846264;
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/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
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float ang*/
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float su, sz;
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float abs_angle = abs(angle_to_light);
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vec2 point;
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float sh;
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if (abs_angle < 45.0 * PI / 180.0) {
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point = shadow_vec;
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sh = 0.0 + (1.0 / 8.0);
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} else if (abs_angle > 135.0 * PI / 180.0) {
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point = -shadow_vec;
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sh = 0.5 + (1.0 / 8.0);
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} else if (angle_to_light > 0.0) {
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point = vec2(shadow_vec.y, -shadow_vec.x);
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sh = 0.25 + (1.0 / 8.0);
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} else {
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point = vec2(-shadow_vec.y, shadow_vec.x);
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sh = 0.75 + (1.0 / 8.0);
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}
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highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0);
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s.xyz /= s.w;
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su = s.x * 0.5 + 0.5;
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sz = s.z * 0.5 + 0.5;
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//sz=lightlength(light_vec);
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highp float shadow_attenuation = 0.0;
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#ifdef USE_RGBA_SHADOWS
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#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
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#else
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#define SHADOW_DEPTH(m_tex, m_uv) (texture2D((m_tex), (m_uv)).r)
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#endif
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#ifdef SHADOW_USE_GRADIENT
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/* clang-format off */
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/* GLSL es 100 doesn't support line continuation characters(backslashes) */
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||||
#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); }
|
||||
|
||||
#else
|
||||
|
||||
#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += step(sz, sd); }
|
||||
/* clang-format on */
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef SHADOW_FILTER_NEAREST
|
||||
|
||||
SHADOW_TEST(su);
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef SHADOW_FILTER_PCF3
|
||||
|
||||
SHADOW_TEST(su + shadowpixel_size);
|
||||
SHADOW_TEST(su);
|
||||
SHADOW_TEST(su - shadowpixel_size);
|
||||
shadow_attenuation /= 3.0;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef SHADOW_FILTER_PCF5
|
||||
|
||||
SHADOW_TEST(su + shadowpixel_size * 2.0);
|
||||
SHADOW_TEST(su + shadowpixel_size);
|
||||
SHADOW_TEST(su);
|
||||
SHADOW_TEST(su - shadowpixel_size);
|
||||
SHADOW_TEST(su - shadowpixel_size * 2.0);
|
||||
shadow_attenuation /= 5.0;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef SHADOW_FILTER_PCF7
|
||||
|
||||
SHADOW_TEST(su + shadowpixel_size * 3.0);
|
||||
SHADOW_TEST(su + shadowpixel_size * 2.0);
|
||||
SHADOW_TEST(su + shadowpixel_size);
|
||||
SHADOW_TEST(su);
|
||||
SHADOW_TEST(su - shadowpixel_size);
|
||||
SHADOW_TEST(su - shadowpixel_size * 2.0);
|
||||
SHADOW_TEST(su - shadowpixel_size * 3.0);
|
||||
shadow_attenuation /= 7.0;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef SHADOW_FILTER_PCF9
|
||||
|
||||
SHADOW_TEST(su + shadowpixel_size * 4.0);
|
||||
SHADOW_TEST(su + shadowpixel_size * 3.0);
|
||||
SHADOW_TEST(su + shadowpixel_size * 2.0);
|
||||
SHADOW_TEST(su + shadowpixel_size);
|
||||
SHADOW_TEST(su);
|
||||
SHADOW_TEST(su - shadowpixel_size);
|
||||
SHADOW_TEST(su - shadowpixel_size * 2.0);
|
||||
SHADOW_TEST(su - shadowpixel_size * 3.0);
|
||||
SHADOW_TEST(su - shadowpixel_size * 4.0);
|
||||
shadow_attenuation /= 9.0;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef SHADOW_FILTER_PCF13
|
||||
|
||||
SHADOW_TEST(su + shadowpixel_size * 6.0);
|
||||
SHADOW_TEST(su + shadowpixel_size * 5.0);
|
||||
SHADOW_TEST(su + shadowpixel_size * 4.0);
|
||||
SHADOW_TEST(su + shadowpixel_size * 3.0);
|
||||
SHADOW_TEST(su + shadowpixel_size * 2.0);
|
||||
SHADOW_TEST(su + shadowpixel_size);
|
||||
SHADOW_TEST(su);
|
||||
SHADOW_TEST(su - shadowpixel_size);
|
||||
SHADOW_TEST(su - shadowpixel_size * 2.0);
|
||||
SHADOW_TEST(su - shadowpixel_size * 3.0);
|
||||
SHADOW_TEST(su - shadowpixel_size * 4.0);
|
||||
SHADOW_TEST(su - shadowpixel_size * 5.0);
|
||||
SHADOW_TEST(su - shadowpixel_size * 6.0);
|
||||
shadow_attenuation /= 13.0;
|
||||
|
||||
#endif
|
||||
|
||||
//color *= shadow_attenuation;
|
||||
color = mix(real_light_shadow_color, color, shadow_attenuation);
|
||||
//use shadows
|
||||
#endif
|
||||
}
|
||||
|
||||
//use lighting
|
||||
#endif
|
||||
|
||||
#ifdef LINEAR_TO_SRGB
|
||||
// regular Linear -> SRGB conversion
|
||||
vec3 a = vec3(0.055);
|
||||
|
Loading…
Reference in New Issue
Block a user